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Luis_ST

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Everything posted by Luis_ST

  1. server and client, but you should use a config in your case it would be the better option
  2. Is the Event fired because your code looks okay, you also can test cutoutMipped (not sure if the method is correct spelled)
  3. you can use a config or a Capability
  4. Can you please post a git repo it's easier to handle many classes, inside the Biome class there is a sub class Builder you should use it to create a Biome
  5. Did you look at the ItemFrameEntity class? look where the Item which is displayed in the Frame stored, thne look if there is a getter method for the Field or you need to use Reflection or an AT to get it
  6. You need a custom CraftingRecipe for these cases, look at the BannerRecipe for an example
  7. You find the vanilla BiomeProvider Registry in the the BiomeProvider ckass in the static initializer, copy it but use a ResourceLocation as Registry name
  8. It can be that the methode is renamed I will look at it when I'm back at my pc
  9. Look at the PlayerRenderer, the part where the Glowing Effect is rendered, what do you try to achieve?
  10. look at the SlimeModel for an example
  11. Okay the repo of your mod makes a bit easier, as I already told you, you only need a custom BiomeProvider, you can then register the Provider in FMLCommonSetupEvent using the vanilla Registry system then you can replace this line with the ID of your BiomeProvider
  12. which version did you use and what did you mean by "I don't player.sendAbilitiesUpdate(); method anymore."
  13. that is possible but I'm not 100% sure
  14. damn I'm stupid the class is called StructureBlockRenderer, if I'm again not correct use your ide to find the class the name should contains "Structure" and "Renderer"
  15. Look at some vanilla code, I already told you which class you can use
  16. Did you try some random values, only for testing because it should work this way
  17. you can draw a line with the LevelRenderer, you can look into the StructureBlockEntityRenderer for an example
  18. How did you tried to rotate on the z axis
  19. use the vanilla registry in FMLCommonSetupEvent, in which dimension do you want to modify the Biome generation, a custom one? can you please show the your .json files you currently use.
  20. count: how many ore generate in a Chunk bottomOffset: the offset in +y (e.g. bottomOffset is 10 so the min y height would be 0+10=10) maximum: the max y generation height topOffset: the offset in -y (e.g. topOffset is 20 and the maximum is 120 so the max y height would be 120-20=100, it should normally 0)
  21. look into the ItemGroup class, check if the variable TAB_MISC exists, if not look what's the new name for it (iirc it's MISC)
  22. there unfortunately no easy way to do this, the BiomeLayer is generate in the Layers class, if you want to modify the Layer you will need a custom one, you also need a custom BiomeSource (old: BiomeProvider), which you can set in the dimension.json file

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